Ray tracing with RTX 2080 for archviz?

I am starting to buy into the RTX hype. I feel it could make my archviz projects look really amazing with the realtime ray tracing stuff (reflections, ambient occlusion, etc) I know it still uses a mix of rasterization also but still looks very good.

My question is, once this is implemented into the engine is it something that only nvidia cards will be able to take advantage of? Will we have to make separate project that falls back on “baked” lighting or the old methods for AMD users and the stardard way of doing things for them? That seems like double the work… I just have concerns that this is going to end up like VR SLI or the gameworks stuff and nobody will use it, and will be exclusive to their specific cards which sort of kills the hype for me. I want to know the limitations also. Is this limited to smaller scenes. What happens when you have a large open world and want to make even more things using the ray tracing like the global illumination. Is it still possible to use all of the ray tracing effects in a situation like that?

I’m considering ordering the card tomorrow but am thinking it might be best to wait to see how things go. Any info would be helpful.

One more thing. Basically I’m in a dilemma because I’ve already got a 1080ti but not sure if it’s going to be worth it since the ray tracing seems to be an Nvidia only feature. Does the DirectX ray tracing API somehow make this all cross compatible once an AMD solution is released?

AMD said they want to update their drivers to support it, but Nvidia cards should be faster due to specifically being designed to support it.
If you’re planning to release a product that people will install onto their own machines, you should not use the feature, it will only work on very very high-end GPU’s and isn’t going to be something that most of the market can use for years. That’s one of the reasons why VXGI was removed from UE4 before it was released, because many people don’t have the hardware to run it and stuff like the Xbox One couldn’t run it either.

The main use for this would be to render images and video, where you wouldn’t have to go through the light baking process anymore and you’d be able to get really high quality lighting. Also, as far as availability, it’s not going to be in the engine until version 4.22 so it’ll probably be end of the year/early next year before people can start messing with it.

If making as much money as possible isn’t the goal, I’d say there is nothing wrong with going to cater RTX Nvidia crowd. After all, there almost 80% of all users are on Nvidia (Steam) and 93% of Oculus VR users are with Nvidia.

And right now, 0% of them have the hardware to run the feature. it’s only worth ditching baked lighting once the majority of the market can run DXR

I have a question in regards to the RTX cards and VR for any Epic devs here:

So with the annoucement today I found just one article that talks about the new RTX 2080 features for VR. Here: NVIDIA Turing Architecture Propels VR Toward Full Immersion | NVIDIA Blog and it only talked about *Variable Rate Shading and Multi-View Rendering *and discusses the tensor rt core being capable of ray tracing in general, but not that it’s capable in VR.

No mention of any of the new ray tracing features for VR at all (rt shadows, GI, rt reflections, etc) which has me slightly concerned. It would be nice to know before I order this thing, as I noticed in the presentation they reported about 45ms of latency for the AI denoiser to denoise the ray traced lighting effects. That seems too high to work in VR as I believe the target has always been under 20ms. I could imagine with that sort of latency it could create a sort of smearing effect all over the screen.

Can someone at Epic provide more info on this? I wanted to look into these RTX gpus a high end VR Archviz project. I know that these cards would probably not be strong enough to handle all three or four of these effect (rt reflections, shadows, gi, or ambient occlusion) at the same time. I know that ambient occlusion doesn’t even seem to work for VR at all right now… my question is can it handle even just one of these realtime raytraced effects, or does latency AI denoising kill the entire thing? I am really hoping that it’s only performance constraints that are the problem and not the underlying technology making this happen (the DLAA stuff nvidia mentioned)

Minecraft now / then on RTX 2080…
Massive graphx boost:

14 TFlops on a 200 Watt consumer card. Cray Inc. hear that?

In B2B (Architectural / engineering) arena, if customer don’t have or don’t want to buy RTX, projects will be lightmass based. Only for a few projects I think this technology will be enabled.

If you’re using it for rendering images/animations, then it will speed things up considerably.
Currently, your options are to bake lighting to get nice GI or to use dynamic lighting without GI or to try and use a dynamic GI system like VXGI.
However, the baked lighting is annoying to set up and takes a while to bake, and the dynamic solutions just don’t look as good.
With RTX, you can get much nicer lighting without having to bake the lights.

i am currently in process of setting up my system for VR and animation production and i am having hard time on deciding on videocard
I am looking on vega 64, gtx 1080 and rtx 2080 that is 350 euro more than 1080 and vegs 64.
can anyone suggest good pic for beginner from these three options?